GM WhtKnt's Open Water - A Skull & Shackles Adventure Path

Game Master WhtKnt

Do you have what it takes to rise from the ranks of a lowly deck-swab to become a captain of your own vessel and sail the seas of Golarion with intent to commit acts of piracy? Find out in this adventure path!

Current Map
Loot Sheet

Chumtooth: HP 91/91; AC 18/13/14; F+8 R+8 W+3/+5; Init +3; Perception +13 (low-light vision) (+12 in bright sunlight); Sense Motive +1
Dantes Goldforge: HP 50/50; AC 15/15/14; F+6 R+5 W+7; Init +5; Perception +0 (darkvision) (+2 w/familiar); Sense Motive +0
Faengrim: HP 84 (92)/84 (92); AC 19/12/17; F+9 R+9 W+4; Init +2 (+4 in water); Perception +14 (low-light vision) (+2 in urban terrain; +2 vs aquatic humanoids; +4 in water terrain; +4 vs humans); Sense Motive +1 (+2 vs aquatic humanoids; +4 vs humans)
Riori Stargazer: HP 87/87; AC 25/13/19; F+7 R+8 W+11; Init +3; Perception +10 (low-light vision), Sense Motive +10
Rogar "Doc" Ironsail: HP 93/93; AC 25/14/22; F+14/+18 R+14/+18 W+9/+13; Init +3; Perception +15 (darkvision); Sense Motive +2

Plunder: 0
Infamy: 20
Disrepute: 15


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Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

With each lash, Chumtooth growls, and meditates on his own failures. The pain was his teacher, teaching him the skills he needed to survive.

Chumtooth will no more fail to swim. Chumtooth will no more fail to climb. Chumtooth will no more fail to swim. Chumtooth will no more fail to climb...

When the lashings finally ceased, Chumtooth falls to the deck. Before blacking out, one last meditation crosses his mind:

Chumtooth will kill Plugg. Chumtooth will kill Scourge. Chumtooth will kill...

Dark Archive

Maps: Car. Crown || Skull & Shackles

Good. Keep that feeling. If and when you finally get a chance at revenge, it will be that much sweeter.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

When Chumtooth is released from the mast, Satinder will drag him to a bed and make sure his wounds are taken care off.

When Chumtooth is out:
"There there, that beating was nothing for a big fella like yourself. Tomorrow you'll be stronger, and I'll show you how to climb better, and swim like the fish. Before you know it you'll outshine the lot of us..."
Satinder will have a wet rag to make sure to clean the wounds, flush them out with some clean water, and babysit the Kuru while trying to remember the words he taught her.

When Chumtooth is better/awake:
"There, and you stay in your hammock until I tell you you can leave, gods be damned! You're no use to us dead."

While walking out, she adds: "And don't worry, there will be a time when I have the right ha'poo' for you, at the right time!"
She winks and goes back up to the deck!

Dark Archive

Maps: Car. Crown || Skull & Shackles

The next few days are nearly unbearable. Mr. Plugg seems to take more of an interest in your duties and assigns each of you your most hated task to complete each day (so Satinder spends a lot of time in the bilges). It is late in the day of Day 20 when the cry comes from the lookout, "Ship Ahoy! Merchantman to starboard!"

Almost at once, Captain Harrigan orders a change of course and the chase is on. As the evening wears on, the Wormwood quickly gains ground on her prey, and by dawn, barely a half-mile separates the two vessels.

During the last hour, Kroop and Dantes are ordered to slaughter half a dozen pigs, slit their throats, and throw them overboard to attract sharks to the scene. Meanwhile, Krine summons the rest of you to the poop deck and gives you instructions: "The #%$&ing ship’s wheel is on the aft deck, just below the #%$& sterncastle. You’re going to grapple over, kill the #%$& guards on the sterncastle, take the #%$&ing wheel, and guard the #%$& ship’s boats. Kill any #%$&er who tries to get away on one of the #%$& boats. Don’t move from the #%$& wheel until the #%$&ing fighting’s done, or you’ll have to answer to me. Oh yeah, as we get close, it’s going to get #%$& foggy. Just stick to what I told you to %#$&ing do. You," she says pointing to Alwen, "Will lead the %#$&ing boarding party! Now, who needs a #%$& weapon? We have #%$&ing clubs, crossbows, cutlasses, javelins, and shortspears."


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder nods, and looks through the weapons.

"I'm the best with my boarding pike." is all she says, while she starts picking up a few extra knives and a light hand axe to complete the kit.

If anyone asks: "Never know when one of you will lose their weapon now, can you?"


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumotooth comes forward and starts to reach for a club, then pauses as his eyes fall on a cutlass. He reaches down, and wraps his hand around the hilt of the short, heavy blade and draws it from the pile. He tests the tip and the blade with a thickly calloused thumb, gives it a few practice swings, then nods in satisfaction. He then reaches into the pile again, grabbing two javelins.

"Small spears are no hah-poon, but Chumtooth can throw." Chumtooth says more to himself than anyone else. And this," he says, brandishing the cutlass, "is no flensing knife, but will cut meat and bone, and spill the sweet blood of men."


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"Give me a #%$&ing club and a couple of #%$&ing shortspears, you #%$&ing #%$&," Bangkha says, grinning fiercely, anticipating the chance to hurt something. He brings the cat up from below, grinning.

If possible, Bangkha will cast Touch of the Sea and Shillelagh on himself as the ships are pulled together.


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Dantes will take a crossbow and a dagger, in addition to his own axe. He'll get his rat familiar and tuck it in his pouch. When we get close, he'll cast mage armor on himself.


Male Elf Ranger (Freebooter)/4

"Much obliged," Alwen tells her, gauging the distance between the ships. "Say, which one do you think is the captain?" He asks, trying to see if he can spot them. He takes up a rope and grapple, ready to hook the ship once they're in range.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Right, now listen up," He tells the boarding party. "We'll have cover enough to climb over in the fog without worrying too much about being sniped off. I want Chumtooth and Bangkha first over, then me and Satinder, and Ayaki and Dantes will be last. We'll take the sterncastle and ensure they're dead in the water. Oh, and try to avoid killing our own men by accident, all right?"


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth cinches the belt and scabbard around his waist, then makes certain the cutlass is securely sheathed. He holds the javelins, ready to throw them as soon as the ships close.

"Throw the hook and tie it," he says to no one in particular. "Chumtooth will throw the small spear, then climb across when the rope is tied. Then, all will see Chumtooth's fury."


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"Can't wait Chum, to see you do your thing.
Be sure to stay together though, so we can count how many you've slain."

She smiles, then shouts out loud "The first HAH'POON is for Chumtooth, let it be known, or you'll have me to deal with!!"


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

"Chumtooth. When you are across, I am going to try casting a spell on you. If it works, it will swell you to the size of an ogre with the strength to match."

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

once I get over to the ship, I am going to start my song ( quietly singing ) inspire courage

Inspire Courage wrote:


Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

------------------

I leave and go to the ships store and ask for my gear back, my Rapier and whip, at the least.

Alwen, I am at your command for the moment, I will help us with a quiet yet inspiring tune.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

"How 'bout me, master dwarf?
One thing better than two ogres at the front line, and that's two."

Satinder turns and looks at Banghka.
"...
Or even three!"


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

"Perhaps if I knew we'd be boarding today, I could have been ready to do the spell more than once. As it is, we'll see if the merchants have other ideas that don' involve me finishing the spell for Chumtooth."


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth begins to thump the butt of his javelin rhythmically on the deck, allowing his energy level to rise in anticipation of the coming battle.

"HAH! HAH! HOH! HAH!" he chants in time with the beat.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder joins in.

"HAH! HAH! HOH! HAH!"

Dark Archive

Maps: Car. Crown || Skull & Shackles

The map is coming when the ships actually come together. Assume that there are people crowding on both ships, but for ease of reference, only the PCs and their enemies will be shown. To simulate the chaotic nature of the crowded decks, all squares are treated as difficult terrain.

As the ships close on one another, crossbow are loaded and fired in hopes of softening up the other crew. The ships are currently 120 feet apart. The two great ballistas on the sterncastle of the merchantman fire at the Wormwood's sails in a futile effort to slow the pirate vessel, even as crossbow bolts rain down on the Wormwood. As promised by Krine, the air grows thick with great billowing clouds of fog.

You can barely make out the shapes of sailors moving on the sterncastle of the merchantman. You may fire on them if you wish. They are 120 feet away and have cover and total concealment (50% miss chance) due to the fog. The ships are closing at a rate of 30 feet per round, so you have four rounds to act before the two vessels clash together.

Please post your actions for the next four rounds. Remember that grappling hooks are thrown weapons with a 10 foot range increment, to a maximum of five increments. The farthest range you can try to grapple from is 50 feet. At that range, the modifier is -8. The opposing ship's rail is AC 5. Remember that even if you successfully grapple, you must make Climb checks (at 1/4 your normal speed (DC 10), or 1/2 your normal speed (DC 15)) to cover the distance.


Male Elf Ranger (Freebooter)/4

Figuring that he has nothing to lose from trying to pick off some sailors at this distance, Alwen lets loose a few arrows before readying his grapple line. "Remember, the stern castle," He reminds his group to where they should aim.

First round: Rapid Shot figures on the stern castle.

Longbow (RS, DA): 1d20 + 5 - 3 ⇒ (18) + 5 - 3 = 20
Miss chance: 1d100 ⇒ 27
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Longbow (RS, DA): 1d20 + 5 - 3 ⇒ (16) + 5 - 3 = 18
Miss chance: 1d100 ⇒ 75
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Second round: Stow longbow, pick up grapple.

Third Round: Delay until next round, when ships are closer.

Fourth Round: Toss grapple (30ft, -4 penalty), secure if success.
1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Round One: 120 feet

Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

Chumtooth stands ready; on the balls of his feet, knees slightly bent, and ready to move.

Full Defense, no attack +4 to AC

Round Two: 90 feet

Full Defense, no attack +4 to AC

Round Three: 60 feet

Chumtooth throws the first of his two javelins, trying to hit anyone firing back at the Wormwood

Ranged Attack: 1d20 + 5 - 2 - 1 ⇒ (3) + 5 - 2 - 1 = 5

Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Concealment 1-50 misses: 1d100 ⇒ 78

Round Four

Will depend on whether or not a grappling hook has been secured by a thrower.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Forgot this little tidbit:

Ayaki, you will be returned your whip and rapier, but not the remainder of your gear.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Round 1 Bangkha crouches low. (total defense)
Round 2 Casts Touch of the Sea
Round 3 Casts Shillelagh on club
Round 4 Throws a grappling hook

1d20 - 2 ⇒ (11) - 2 = 9 +1 BAB, +1 Dex, -4 range

Bangkha readies himself for the coming fight, and when the moment is right, he hurls the grapple, catching the rail of the other ship, pulling close and tying it off.

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

After getting my gear I go by and stands next to Alwen

Round 1
casts Summon Instrument
round 2
starts playing a haunting tune on the bagpipes
Round 3
Continues tune
Round 4
Starts up Inspire Courage
Also I grab on to Alwens rope
----

Inspire Courage wrote:


Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Round 1-2 Satinder stands next to Chumtooth, shanting all the time. She doesn't make herself smaller, or hides behind the railing. She shants and shouts and laughs, especially when the arrows and spears are flying around her, missing her every time.
"HAH! HAH! HOH! HAH!"
Round 3 Grab the grappling hook while shanting.
"HAH! HAH! HOH! HAH!"
Round 4 Throws a grappling hook while shanting.
"HAH! HAH! HOH! HAH!"

Throw against AC5: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18

When Satinder drops the captivating rythm, she takes a deep breath and launches the grappling hook in a wide arc. It hits someone in the head, and a few seconds later she will have pulled it in tight and secured it against the railing.
She looks at Chumtooth, and goes: "Ready!" as she nods, and indicates the other ships with her chin.

Dark Archive

Maps: Car. Crown || Skull & Shackles

An arrow from Alwen finds a target, immediately drawing fire from the other vessel, but in the thick fog, they are unable to hit the elf.

Sailor vs. Alwen: 1d20 + 2 ⇒ (8) + 2 = 10
Miss chance (01-50): 1d100 ⇒ 29
Damage (crossbow): 1d10 ⇒ 2
Sailor vs. Alwen: 1d20 + 2 ⇒ (15) + 2 = 17
Miss chance (01-50): 1d100 ⇒ 38
Damage (crossbow): 1d10 ⇒ 7

The remaining time is spent making ready for boarding actions. Grapples are thrown and secured and with a mighty CRUNCH, the two ships clash together. Plugg and the Captain shout encouragements as they lead the charge onto the merchant vessel. The fog seems to grow thicker as the ring of steel and the shouts of men and women fill the air.

From here, we restart the round count, as certain things happen on certain rounds and I need to keep track. Remember that all deck squares are treated as difficult terrain. Also, you are flat-footed as you climb aboard the other vessel (of course, there is a way to avoid this, if anyone thinks they can make the jump). The map is up, so let's get into Round One.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

What is the jump DC?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Should be = to the distance jumped. Working on that hypothesis...

Bangkha and the cat rush forward and hurl themselves over the railing, landing on the other ship. (The cat lands beside Bangkha)

Bangkha jump: 1d20 + 1 ⇒ (20) + 1 = 21
+5 dex, +4 for move greater than 30' cat jump: 1d20 + 9 ⇒ (19) + 9 = 28

If we can still attack...:

I assume that movement covered while jumping is not difficult terrain, and so moving 10' across the deck and 10' through the air will use my 30' of movement, allowing me a standard action to attack. It's your table, obviously, so it's your ruling.

Bangkha swings his enchanted club at the sailor in front of him, as the cat bites at the man's ankle, trying to pull him off his feet.

Bangkha attack: 1d20 + 6 ⇒ (9) + 6 = 15
Bangkha attack: 2d6 + 7 ⇒ (4, 6) + 7 = 17

cat attack: 1d20 + 8 ⇒ (8) + 8 = 16
cat trip: 1d20 + 2 ⇒ (3) + 2 = 5
cat damage: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

Maps: Car. Crown || Skull & Shackles

For those making the jump, yes, you can go ahead and attack. If you miss the jump, well, the sharks have started to gather...


Male Elf Ranger (Freebooter)/4

Round One: Climb on the ship

Climb (Accelerated): 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15

Alwen prefers the rope, but he can't help but be impressed by the half-orc's jump. "Keep them off us climbers!" He calls helpfully, rushing to climb on board by his grapple.


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Jump: 1d20 + 3 ⇒ (19) + 3 = 22

Chumtooth leaps onto the other ship and hurls his 2nd javelin at the nearest foe.

Ranged Attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8

Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Dantes stays low during the approach, then once Chumtooth leaps, he starts to cast Enlarge Person on him. 1 round casting time, 30' range.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Jump dc 15: 1d20 + 7 ⇒ (8) + 7 = 15
Attack: 1d20 + 5 ⇒ (1) + 5 = 6

Satinder backs up a few paces, draws Kroop's butcher's knife and jumps across. She is slightly startled by something crossing her path: an arrow, a bolt, a harpoon.
She lands next to Chumtooth, and immediately slices open the fabric of man in front of her.

"Want to die boy? Or be my slave?
Better make up your mind quickly, before I cut your tongue out..."

Damn, that should have gone in his artery.

Dark Archive

Maps: Car. Crown || Skull & Shackles

Initiatives:

Chumtooth: 1d20 + 3 ⇒ (16) + 3 = 19
Satinder: 1d20 + 2 ⇒ (12) + 2 = 14
Bangkha: 1d20 + 1 ⇒ (18) + 1 = 19
Alwen: 1d20 + 3 ⇒ (13) + 3 = 16
Dantes: 1d20 + 1 ⇒ (16) + 1 = 17
Ayaki: 1d20 + 3 ⇒ (1) + 3 = 4
Enemy sailors: 1d20 + 1 ⇒ (18) + 1 = 19

INITIATIVE
Chumtooth
Bangkha
Enemy sailors
Dantes
Alwen
Satinder
Ayaki


Chumtooth makes his leap, easily clearing the distance even as his javelin misses it's target. Bangkha is close on his heels and takes down the sailor immediately before him as he lands. The enemy moves forward to close the gap, one attacking Bangkha, and another moving to engage Chumtooth. Those on the upper deck rain crossbow bolts down upon the invaders.

Sailor vs. Chumtooth: 1d20 + 2 ⇒ (17) + 2 = 19
Sailor vs. Bangkha: 1d20 + 2 ⇒ (14) + 2 = 16

Chumtooth Damage (shortsword): 1d6 + 1 ⇒ (4) + 1 = 5
Bangkha Damage (shortsword): 1d6 + 1 ⇒ (2) + 1 = 3

Sailor vs. Chumtooth: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 (+1 for high ground)
Sailor vs. Bangkha: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11 (+1 for high ground)
Sailor vs. Satinder: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 (+1 for high ground)
Confirm crit (Chumtooth): 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 (+1 for high ground)

Chumtooth Damage (heavy crossbow): 1d10 ⇒ 6
Chumtooth Damage (crit): 1d10 ⇒ 8
Bangkha Damage (heavy crossbow): 1d10 ⇒ 1
Satinder Damage (heavy crossbow): 1d10 ⇒ 4

Chumtooth takes a hit from both a shortsword and a crossbow bolt which finds it's mark just inches from his heart (19 points of damage total). A bolt sings by Bangkha's ear, even as the sailor that steps up slashes with his shortsword, leaving a small cut across the half-orc's chest (3 points of damage). Satinder backs up a few paces, draws Kroop's butcher's knife and jumps across. She is slightly startled by something crossing her path: an arrow, a bolt, a harpoon. She lands next to Chumtooth, and immediately slices open the fabric of man in front of her.

"Want to die boy? Or be my slave?
Better make up your mind quickly, before I cut your tongue out..."

Dantes begins his spell and Alwen moves to scurry onto the rope, shouting, "Keep them off us climbers!" Back on the Wormwood, Ayaki begins a song intended to inspire courage in her companions.

Chumtooth and Bangkha are up!


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Chumtooth howls in fury and pain, then tears into the sailor who struck him with the short sword.

Attack - Cutlass: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24

Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Attack - Bite: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17

Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Confirm critical - cutlass: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha attack: 1d20 + 6 ⇒ (8) + 6 = 14
cat attack: 1d20 + 8 ⇒ (5) + 8 = 13
cat trip: 1d20 + 2 ⇒ (13) + 2 = 15

Bangkha damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
cat damage: 1d4 + 1 ⇒ (4) + 1 = 5

Bangkha takes a swing at the sailor beside him, and the cat moves in on the same man to try to take his feet out from under him.

hps 10/14


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Satinder watches both men fight, and feels emboldened by it.

She looks over at them, and nods.

"Them be no match for us, my friends! Stab and slash, those sharks will have a fine dinner tonight!"


Male Elf Ranger (Freebooter)/4

Once Alwen climbs on board, the elf draws his longbow and takes aim at one of the crossbowmen, letting loose an arrow. His aim is much more accurate outside of the fog now.

Longbow Attack (DA): 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Crit Confirm: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Crit Dice: 2d8 ⇒ (3, 3) = 6

The Exchange

Female Kitsune Bard 2/Rouge 2-- hp 27 (4d8+4)-- Init +3 -- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)-- Fort +1,-- Ref +5, --Will +2

do not forget everyone has Inspire Courage on
climb check: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Attack Roll: 1d20 + 4 + 1 + 2 ⇒ (15) + 4 + 1 + 2 = 22
Damage roll: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Sneak attack damage: 1d6 ⇒ 6
1d6 + 8 ⇒ (5) + 8 = 13
Climbing over the rope, I go ahead and move behind the guy that Chumtooth is attacking for flanking and attack him


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

According to the initiative order, it's my turn again. Did our attacks drop the sailors we are currently surrounding? It will determine whether I attack again, or move and attack another opponent.


AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

I haven't had my turn yet?


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Oops, I was tallying avatars in my head, rather than attack rolls. I'm guessing the same information I'm looking for will affect your post, as well.

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Maps: Car. Crown || Skull & Shackles

Sorry, got busy. Will update tonight if possible, otherwise tomorrow evening (have to travel to Georgia during the day); my sister is having a baby).


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AC 16 || HP 50|| Fort/Refl/Will +5/+8/+1 (+2 enchantments) || CMD 19 (21 trip) || Perc +11 || Brine's sting +8 (1d6+4/18-20) || MAP HERE

Mazzeltov!!


Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

Congratulations! That's awesome. Do you know if you are having a niece or nephew yet?

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Maps: Car. Crown || Skull & Shackles

Niece; Savannah Marie Sprague, joining her older brother (by 18 months), Michael Alexander Sprague.

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Maps: Car. Crown || Skull & Shackles

Chumtooth bashes the sailor who hit him, making a loud snapping sound as his arm is broken by the sheer force of the blow. The man staggers slightly, only to open himself to a vicious bite attack from the kuru. Chumtooth's fangs sink deeply into the man's neck, tearing away flesh and muscle. The man cries out briefly and them sinks to the deck, bleeding out.

Seeing an opening, and no adjacent foe, Bangkha steps into the space vacated by the fallen sailor and strikes at the sailor adjacent to the dying man. Bangkha's club rings with a resounding crack at the man's skull collapses and he crumples to the deck as well.

Now in a panic, the three remaining sailors level their crossbow at the half-orc and the kuru, but they are so fearful of the two figures that they falter and all three shots miss their targets.

Sailor vs. Chumtooth: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 (+1 for high ground)
Sailor vs. Bangkha: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 (+1 for high ground)
Sailor vs. Bangkha: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 (+1 for high ground)

Everyone else is up!


Male Kuru Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 87/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

Emboldened by the taste of manflesh, and the fear in the eyes of his prey, Chumtooth moves forward and slashes at the nearest crossbowman.

Attack with cutlass: 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25

Confirm critical: 1d20 + 5 + 1 - 1 ⇒ (15) + 5 + 1 - 1 = 20

Damage: 2d6 + 6 + 2 ⇒ (2, 3) + 6 + 2 = 13 (Killer Trait Bonus)


Male Elf Ranger (Freebooter)/4

Just a few things I wanted to point out to our GM - first, did you miss Alwen's last longbow attack? He hit a crossbowman. Second Dantes spell on Chumtooth should have made him grow to Large size by now, yes?

Moving across the ship, the elf positions himself at point blank range to fire again on a crossbowman, glancing around the the rest of the ship to see how the rest of the battle is going.

Longbow Attack (DA, IC): 1d20 + 5 - 1 + 1 ⇒ (4) + 5 - 1 + 1 = 9
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

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Maps: Car. Crown || Skull & Shackles

Ehr, yes. Alwen's first attack will happen as part of this round (round 2), but I was waiting for Satinder to post before completing the round.

We are currently in round 2. Next to go, in order, are Dantes, Alwen, Satinder, and Ayaki. Then Chumtooth's and Alwen's new actions will come into effect on round 3. If it helps, I'll go ahead and update for Dantes and Alwen below.

Round Two
Dantes' spell takes effect and Chumtooth suddenly swells to twice his normal size! Alwen finishes his crossing and launches an arrow that takes one of the crossbowmen in the chest, but the man stubbornly refuses to fall.

Chumtooth is now a Large creature with a space of 10 feet and a natural reach of 10 feet. He gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

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